Core/Misc: Fixed animation issues after 8.3.0
Port From (https://github.com/TrinityCore/TrinityCore/commit/)
This commit is contained in:
@@ -732,6 +732,13 @@ namespace Game.DataStorage
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return _hotfixBlob.LookupByKey(Tuple.Create(tableHash, recordId));
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return _hotfixBlob.LookupByKey(Tuple.Create(tableHash, recordId));
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}
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}
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public uint GetEmptyAnimStateID()
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{
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return 1484;
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// TEMP: well... AnimationData.db2 in 8.3.0 has more rows than max hardcoded anim id in client
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// return sAnimationDataStore.GetNumRows();
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}
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public List<uint> GetAreasForGroup(uint areaGroupId)
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public List<uint> GetAreasForGroup(uint areaGroupId)
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{
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{
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return _areaGroupMembers.LookupByKey(areaGroupId);
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return _areaGroupMembers.LookupByKey(areaGroupId);
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@@ -300,7 +300,7 @@ namespace Game.Entities
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SetDynamicFlags((UnitDynFlags)dynamicFlags);
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SetDynamicFlags((UnitDynFlags)dynamicFlags);
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), (uint)CliDB.AnimationDataStorage.Count);
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), Global.DB2Mgr.GetEmptyAnimStateID());
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SetBaseAttackTime(WeaponAttackType.BaseAttack, cInfo.BaseAttackTime);
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SetBaseAttackTime(WeaponAttackType.BaseAttack, cInfo.BaseAttackTime);
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SetBaseAttackTime(WeaponAttackType.OffAttack, cInfo.BaseAttackTime);
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SetBaseAttackTime(WeaponAttackType.OffAttack, cInfo.BaseAttackTime);
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@@ -276,7 +276,7 @@ namespace Game.Entities
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SetGoState(goState);
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SetGoState(goState);
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SetGoArtKit((byte)artKit);
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SetGoArtKit((byte)artKit);
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SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.SpawnTrackingStateAnimID), (uint)CliDB.AnimationDataStorage.Count);
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SetUpdateFieldValue(m_values.ModifyValue(m_gameObjectData).ModifyValue(m_gameObjectData.SpawnTrackingStateAnimID), Global.DB2Mgr.GetEmptyAnimStateID());
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switch (goInfo.type)
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switch (goInfo.type)
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{
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{
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@@ -452,7 +452,7 @@ namespace Game.Entities
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// Update cinematic location, if 500ms have passed and we're doing a cinematic now.
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// Update cinematic location, if 500ms have passed and we're doing a cinematic now.
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_cinematicMgr.m_cinematicDiff += diff;
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_cinematicMgr.m_cinematicDiff += diff;
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if (_cinematicMgr.m_activeCinematicCameraId != 0 && Time.GetMSTimeDiffToNow(_cinematicMgr.m_lastCinematicCheck) > 500)
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if (_cinematicMgr.m_activeCinematicCameraIndex != 0 && Time.GetMSTimeDiffToNow(_cinematicMgr.m_lastCinematicCheck) > 500)
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{
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{
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_cinematicMgr.m_lastCinematicCheck = GameTime.GetGameTimeMS();
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_cinematicMgr.m_lastCinematicCheck = GameTime.GetGameTimeMS();
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_cinematicMgr.UpdateCinematicLocation(diff);
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_cinematicMgr.UpdateCinematicLocation(diff);
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@@ -5490,7 +5490,7 @@ namespace Game.Entities
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return;
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return;
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}
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}
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), (uint)CliDB.AnimationDataStorage.Count);
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SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), Global.DB2Mgr.GetEmptyAnimStateID());
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}
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}
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//Creature
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//Creature
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@@ -6513,7 +6513,7 @@ namespace Game.Entities
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CinematicSequencesRecord sequence = CliDB.CinematicSequencesStorage.LookupByKey(CinematicSequenceId);
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CinematicSequencesRecord sequence = CliDB.CinematicSequencesStorage.LookupByKey(CinematicSequenceId);
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if (sequence != null)
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if (sequence != null)
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_cinematicMgr.SetActiveCinematicCamera(sequence.Camera[0]);
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_cinematicMgr.BeginCinematic(sequence);
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}
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}
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public void SendMovieStart(uint movieId)
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public void SendMovieStart(uint movieId)
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{
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{
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